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using System;
using Controllers.Player;
using UnityEngine;
using Random = UnityEngine.Random;
namespace Controllers
{
[RequireComponent(typeof(Rigidbody2D))]
[RequireComponent(typeof(BoxCollider2D))]
public class AIController : MonoBehaviour
{
[SerializeField] private float speed;
[Header("Legs")]
[SerializeField] private Leg leftLeg;
[SerializeField] private Leg rightLeg;
[SerializeField] private float maxLegAngle;
[SerializeField] private float legSpeed;
[Header("References")]
[SerializeField] private GameController game;
[SerializeField] private PlayerController player;
public Rigidbody2D Rigidbody => _rigidbody != null ? _rigidbody : _rigidbody = GetComponent<Rigidbody2D>();
private Rigidbody2D _rigidbody;
public BoxCollider2D BoxCollider => _boxCollider != null ? _boxCollider : _boxCollider = GetComponent<BoxCollider2D>();
private BoxCollider2D _boxCollider;
private void Start()
{
// Try to grab (steal) the ball every n seconds.
InvokeRepeating(nameof(GrabBall), 0, 0.5f);
}
private void GrabBall()
{
// Grab from the middle, and the bottom.
if (game.player.HasBall && Random.Range(0, 100) > 95) // 5% chance of them grabbing the ball from the player.
{
game.enemy.GrabBall(transform.position);
game.enemy.GrabBall(transform.position + new Vector3(0f, BoxCollider.size.y / 2, 0f));
}
}
private void Update()
{
if (!game.enemy.HasBall) // Move towards the ball to grab it.
{
transform.position += new Vector3(game.ball.transform.position.x - transform.position.x, 0f, 0f).normalized * (Time.deltaTime * speed);
if (Vector2.Distance(player.transform.position, transform.position) < 1f) // Repel from the player if they get too close.
{
transform.position += (player.transform.position - transform.position).normalized * (Time.deltaTime * speed / 2f);
}
}
else // Otherwise, move toward the basket, and then once we get within range, take the shot.
{
}
game.enemy.Move(transform.position + new Vector3(0f, BoxCollider.size.y / 2, 0f));
leftLeg.top.transform.localRotation = Quaternion.Slerp(
leftLeg.top.transform.localRotation,
Quaternion.Euler(0, 0, maxLegAngle * Mathf.Sin(Time.time * legSpeed * (Rigidbody.velocity.magnitude / 5f))),
Time.deltaTime * 50f
);
leftLeg.bottom.transform.localRotation = Quaternion.Slerp(
leftLeg.bottom.transform.localRotation,
Quaternion.Euler(0, 0, maxLegAngle + maxLegAngle * Mathf.Sin(Time.time * legSpeed * (Rigidbody.velocity.magnitude / 5f))),
Time.deltaTime * 50f
);
rightLeg.top.transform.localRotation = Quaternion.Slerp(
rightLeg.top.transform.localRotation,
Quaternion.Euler(0, 0, maxLegAngle * Mathf.Sin(Time.time * -legSpeed * (Rigidbody.velocity.magnitude / 5f))),
Time.deltaTime * 50f
);
rightLeg.bottom.transform.localRotation = Quaternion.Slerp(
rightLeg.bottom.transform.localRotation,
Quaternion.Euler(0, 0, maxLegAngle + maxLegAngle * Mathf.Sin(Time.time * -legSpeed * (Rigidbody.velocity.magnitude / 5f))),
Time.deltaTime * 50f
);
}
[Serializable]
private struct Leg
{
public GameObject top;
public GameObject bottom;
}
}
}
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